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In this paper, a multiple-symbol parallel variable length decoding (VLD) scheme is introduced. The scheme is capable of decoding all the codewords in an -bit block of encoded input data stream. The proposed method partially breaks the recursive dependency related to the VLD. First, all possible codewords in the block are detected in parallel and lengths are(More)
In this paper, a parallel Variable-Length Decoding (VLD) scheme is introduced. The scheme is capable of decoding all the codewords in an N -bit buffer whose accumulated codelength is at most N . The proposed method partially breaks the recursive dependency related to the MPEG-2 VLD. All possible codewords in the buffer are detected in parallel and the sum(More)
Tile-based rendering (also called chunk rendering or bucket rendering) is a promising technique for low-power, 3D graphics platforms. This technique decomposes a scene into smaller regions called tiles and renders the tiles one-by-one. The advantage of this scheme is that a small memory integrated on the graphics accelerator can be used to store the color(More)
Smart-M3 is an open-source platform that provides the multi-agent distributed application with the shared view of dynamic knowledge and services in ubiquitous computing environments. Smart-M3 semantic information broker maintains smart space in low-level terms of triples, based on resource description framework (RDF). Smart-M3 application consists of agents(More)
In this paper we consider implementations of embedded 3D graphics and provide evidence indicating that 3D benchmarks employed for desktop computers are not suitable for mobile environments. Consequently, we present GraalBench, a set of 3D graphics workloads representative for contemporary and emerging mobile devices. In addition, we present detailed(More)
This paper presents a versatile hardware/software cosimulation and co-design environment for embedded 3D graphics accelerators. The GRAphics AcceLerator design exploration framework (GRAAL) is an open system which offers a coherent development methodology based on an extensive library of SystemC RTL models of graphics pipeline components. GRAAL incorporates(More)
Because mobile phones are omnipresent and equipped with displays, they are attractive platforms for rendering 3D images. However, because they are powered by batteries, a graphics accelerator for mobile phones should dissipate as little energy as possible. Since external memory accesses consume a significant amount of power, techniques that reduce the(More)
In recent years, power consumption has become a critical concern for many VLSI systems. Whereas several case studies demonstrate that technology-, layout-, and gatelevel techniques offer power savings of a factor of two or less, architecture and system-level optimization can often result in orders of magnitude lower power consumption. Therefore, the(More)
An efficient logic-enhanced memory architecture is presented that solves existing problems associated with 3D graphics tile-based hardware rasterization algorithms. The memory contains the same number of bits as the number of pixels in the tile, and during rasterization time it is filled up in several clock cycles by a systolic primitive scanconversion(More)